增加一个生效对象
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@ -316,8 +316,8 @@ local chapter = {
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["type_for_nothing"]="Vw==",
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["type_for_nothing"]="Vw==",
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["id"]=4,
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["id"]=4,
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["id_for_nothing"]="Ug==",
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["id_for_nothing"]="Ug==",
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["num"]=1,
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["num"]=2,
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["num_for_nothing"]="Vw=="
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["num_for_nothing"]="VA=="
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},
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},
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{
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{
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["type"]=1,
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["type"]=1,
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@ -265,7 +265,7 @@ local skill_rogue = {
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["round"]=9999
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["round"]=9999
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}
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}
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},
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},
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["obj"]=1,
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["obj"]=8,
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["icon"]="7"
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["icon"]="7"
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},
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},
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[20]={
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[20]={
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@ -338,7 +338,7 @@ local skill_rogue = {
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["round"]=9999
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["round"]=9999
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}
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}
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},
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},
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["obj"]=1,
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["obj"]=8,
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["icon"]="10"
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["icon"]="10"
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},
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},
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[25]={
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[25]={
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@ -201,13 +201,13 @@ local skill_rogue = {
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["desc"]="跟快速治愈连接线上的元素伤害增加<color=#3cff28>10%</color>"
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["desc"]="跟快速治愈连接线上的元素伤害增加<color=#3cff28>10%</color>"
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},
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},
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[200603]={
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[200603]={
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["desc"]="连接快速治愈的每一击都将恢复<color=#3cff28>2%</color>生命值"
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["desc"]="连接快速治愈的每一击都将<color=#3cff28>恢复</color>生命值"
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},
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},
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[200700]={
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[200700]={
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["desc"]="巨剑连斩:每一次攻击的伤害将增加<color=#3cff28>50%</color>"
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["desc"]="巨剑连斩:每一次攻击的伤害将增加<color=#3cff28>50%</color>"
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},
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},
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[200701]={
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[200701]={
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["desc"]="巨剑连被连接消除其上下左右<color=#3cff28>4</color>个元素"
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["desc"]="巨剑连斩被连接消除其上下左右<color=#3cff28>4</color>个元素"
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},
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},
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[200702]={
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[200702]={
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["desc"]="跟巨剑连斩连接线上的元素伤害增加<color=#3cff28>10%</color>"
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["desc"]="跟巨剑连斩连接线上的元素伤害增加<color=#3cff28>10%</color>"
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@ -201,7 +201,7 @@ local skill_rogue = {
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["desc"]="Increases the damage of elements connected by the same link of Quick Regen by <color=#3cff28>10%</color>"
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["desc"]="Increases the damage of elements connected by the same link of Quick Regen by <color=#3cff28>10%</color>"
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},
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},
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[200603]={
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[200603]={
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["desc"]="Each attack of elements connected by the same link of Quick Regen restores <color=#3cff28>2%</color> HP"
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["desc"]="Each attack of elements connected by the same link of Quick Regen <color=#3cff28>restores HP</color>"
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},
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},
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[200700]={
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[200700]={
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["desc"]="Great Sword Combos: Increases the damage of each attack by <color=#3cff28>50%</color>"
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["desc"]="Great Sword Combos: Increases the damage of each attack by <color=#3cff28>50%</color>"
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@ -12,6 +12,7 @@ BattleConst.ELEMENT_WIGHT = 100
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BattleConst.MAX_ELEMENT_WIGHT = 500
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BattleConst.MAX_ELEMENT_WIGHT = 500
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BattleConst.SIDE_ATK = 1
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BattleConst.SIDE_ATK = 1
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BattleConst.SIDE_DEF = 2
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BattleConst.SIDE_DEF = 2
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BattleConst.SIDE_ATK_ALL = 8
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BattleConst.SKILL_TYPE_ACTIVE = 1
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BattleConst.SKILL_TYPE_ACTIVE = 1
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BattleConst.SKILL_TYPE_NORMAL = 2
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BattleConst.SKILL_TYPE_NORMAL = 2
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BattleConst.SKILL_TYPE_ASSISTING = 3
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BattleConst.SKILL_TYPE_ASSISTING = 3
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@ -199,6 +199,21 @@ local _addSkillEffect = function(skillInfo, battleData, battleController)
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local target = atkComp
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local target = atkComp
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if skillInfo.obj == BattleConst.SIDE_DEF then
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if skillInfo.obj == BattleConst.SIDE_DEF then
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target = defComp
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target = defComp
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elseif skillInfo.obj == BattleConst.SIDE_ATK then
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target = atkComp
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elseif skillInfo.obj == BattleConst.SIDE_ATK_ALL then
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for matchtype, comp in pairs(battleController.atkTeam:getUnitComp()) do
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local buffEntity = BattleBuffEntity:create()
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buffEntity:init(effect, comp.unitEntity)
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buffEntity:setTargetSide(skillInfo.obj)
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comp:takeEffect(buffEntity, comp)
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end
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return
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else
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local matchType = BattleConst.SIDE_OBJ_TO_MATCH_TYPE[effect:getTartgetSide()]
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if matchType then
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target = battleController.atkTeam:getUnitComp()[matchType]
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end
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end
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end
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local buffEntity = BattleBuffEntity:create()
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local buffEntity = BattleBuffEntity:create()
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buffEntity:init(effect, atkComp.unitEntity)
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buffEntity:init(effect, atkComp.unitEntity)
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